Sonic Adventure 2 Hacking Now a general SA2 Hax thread
#827
Posted 01 January 2015 - 01:49 PM
Would it be easier to port SA2 stages to SA1 than to port SA1 characters to SA2?
#828
Posted 01 January 2015 - 03:06 PM
Well... that depends on how authentic you want to be. SADX has nothing like the crates and all the new enemy types. But you can get the level geometry ported.
#829
Posted 01 January 2015 - 06:44 PM
At the very least, SA1 doesn't have grinding, so unless that's been implemented in some way, I don't know how well some of the levels would port over without modding them a bit.
#831
Posted 01 January 2015 - 10:25 PM
Actually, I recall somebody having shown off some sort of cobbled-together grinding mechanic running in SA1.
#832
Posted 28 January 2015 - 09:53 PM
Is there a way to make the walker health bar invisible? I wanted to take some screens of the Egg Walker for the wiki, and they'd look better without the bar in the way.
#833
Posted 29 January 2015 - 07:54 PM
Has anyone successfully ported SA2 stage geometry to SADX before?
#834
Posted 29 January 2015 - 10:01 PM
Yes. The LevelConverter tool in SA Tools is designed to do exactly that, in fact. It's just that nobody's really done anything beyond getting the geometry ported.
#835
Posted 31 January 2015 - 12:02 PM
This is a question that comes up every now and then on another forum I frequent, but how hard would it be to port the Chao Gardens from SA2 Dreamcast to SA2B Steam? Are the data formats between the original and the PC port similiar enough to just make it a matter of copying over the right files from the Dreamcast version, or would some actual hacking be required? A bit off topic, but for the sake of completeness, I'll also ask about porting the Chao Gardens from SA1 Dreamcast to either SADXPC04 or SADX Steam.
#836
Posted 31 January 2015 - 12:08 PM
I will answer both your questions at the same time. One could, theoretically, make the game use the Dreamcast geometry. Simply copying files wouldn't do it, since geometry is compiled into the game's EXE and DLL files. However, there are hardcoded things that might be more difficult to alter. I know SADXPC hardcodes the object layout, don't know about SA2, but there's also stuff like areas where Chao and items can spawn.
This post has been edited by MainMemory: 31 January 2015 - 12:10 PM
#837
Posted 31 January 2015 - 05:35 PM
I'm going to jump on the question bandwagon. Sorry MainMemory. Anyway, several months ago I looked at the LevelConverter tool. Now some people might think I'm crazy, but I've always thought Sonic played better on Sonic Adventure 2, so I've always thought it would be great to play through the Adventure 1 levels, but in Adventure 2. (This would also make 2 player emerald coast, etc. possible). If I remember correctly, there is no way right now to port SA1's level geometry to SA2, is there?
#838
Posted 31 January 2015 - 07:16 PM
IIRC the tool tries to convert, but the game doesn't accept it for whatever reason.
#840
Posted 05 February 2015 - 06:13 PM
Vertrex, on 05 February 2015 - 05:55 PM, said:
They're sound files for the characters actually. That's actually how this whole topic began.
Something to note: Just because extensions are the same doesn't mean the the file is related in any way, shape, or form to another file of the same extension. Also, the obj material files are mtl, not mlt.

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